Bo Kampmann Walther
Biographic Data
| ID | 323594 |
|---|---|
| NAME | Bo Kampmann Walther |
| GIVEN NAMES | Bo Kampmann |
| FAMILY NAME | Walther |
| SIGNATURE | WALTHER B K |
| AFFILIATIONS | University of Southern Denmark |
| ORCID | 0000-0003-0600-1779 |
| VERIFIED | Yes |
| TOTAL WORKS | 9 |
| TOTAL CITATIONS | 3 |
| AUTHOR COUNT | 9 |
| EDITOR COUNT | 0 |
| FIRST PUBLICATION YEAR | 1997 |
| LATEST PUBLICATION YEAR | 2026 |
| H-INDEX | 1 |
BMW’s Neue Klasse: Soft Power, Therapeutic Mobility, and Cultural Re-Narration
This article examines the BMW Neue Klasse as a culturally and ideologically charged design object that repositions the automobile as a site of post-traumatic re-narration. Arguing that contemporary car design has shifted from a logic of domination and futurism to one of therapeutic ambience and soft mobility, the text explores how design interfaces, heritage aesthetics, and architectural lineage coalesce into a new spatial politics. Drawing on th…
Gameplay 2.0: Toward a New Theory
The aim of this article is to present an updated version of our previous theory of gameplay. “Gameplay” is a term often used without a clear definition or consistent application. In this article, we propose categorizing gameplay into three distinct yet interconnected layers: the first emphasizing temporality, the second highlighting spatiality, and the third pinpointing emotion as anchor point. Our model and understanding are influenced by the ph…
The Orc—Playing the “Wholly Other”: Investigations of Kant's Sublime and The Technological Sublime in Blizzard Entertainment's Massive Multiplayer Online Game World of Warcraft
While the complicated scheme of the philosophical sublime may at first hand seem mere platitude when brought to life in computer games, this article claims that the action/adventure game World of Warcraft wedges open a space in which to operate the sublime and navigate radically “other” subjectivities. The hypothesis is that the assembly of fantastic elements in World of Warcraft duplicates the Kantian sublime while at the same time commenting up…
Fear of Monsters: Toward an Understanding of the Threat of the Computational Monster Read Through the Theoretical Lens of Game-Play
This article analyzes the configuration of fear generated by the computational monster in computer games. We view the monster as a computational entity, which we approach through our theory of game-play coupled with the concepts of loss aversion and endowment effect. Of particular interest is player perception of the threat posed by monsters as they perturb the experience of progression and the sensation of control within the game. We scrutinize …
Writing and Flamenco: Phenomenological Investigations
This article asks how the art of music may contribute to the understanding of writing as a phenomenological act. More specifically, I will introduce parts of the vocabulary, theory, and practice of flamenco to investigate the musicality and notably rhythmic qualities of the handwritten, personal signature. The aim is to demonstrate how the introduction of flamenco per se to the qualitative field of writing studies may open a way of thinking of wr…
The Ontology of Gameplay: Toward a New Theory
The goal of the article is to present a new theory of the concept of gameplay, a term everybody uses without ample definitions and with little consistency. The aim is to provide an understanding of gameplay outlining the inherent complexities and convoluted layers of play and game which exist in the playing of a game. The theory is inspired by phenomenology and Martin Heidegger's concept of Dasein. We do not intent to resolve the paradox that gam…
Spillet i filmen - filmen i spillet: På sporet af en lucidografi
Artiklen præsenterer en lucidografi, en lære om film og spil baseret på cinematografi (læren om film) og ludologi (læren om spil). Med denne lucidografi sammenligner forfatteren computerspil og film, og opstiller en systematik for spil-elementer i film (sceneopbygning, special effects m.m.) og film-elementer i spil (montage, trailer, cut-scenes, m.m.). Vi lever i ludologiens tidsalder, påstår forfatteren, og filmmediets leg med tid i film som Mem…
Gysets væven
Et essay om Frygt og Bæven
Web of Shudders: Sublimity in Soren Kierkegaard's Fear and Trembling
MLN - Volume 112, Number 5, December 1997 (Comparative Literature Issue)
Web of Shudders: Sublimity in Soren Kierkegaard's Fear and Trembling
MLN - Volume 112, Number 5, December 1997 (Comparative Literature Issue)
The Ontology of Gameplay: Toward a New Theory
The goal of the article is to present a new theory of the concept of gameplay, a term everybody uses without ample definitions and with little consistency. The aim is to provide an understanding of gameplay outlining the inherent complexities and convoluted layers of play and game which exist in the playing of a game. The theory is inspired by phenomenology and Martin Heidegger's concept of Dasein. We do not intent to resolve the paradox that gam…
Gysets væven
Et essay om Frygt og Bæven
Web of Shudders: Sublimity in Soren Kierkegaard's Fear and Trembling
MLN - Volume 112, Number 5, December 1997 (Comparative Literature Issue)
Spillet i filmen - filmen i spillet: På sporet af en lucidografi
Artiklen præsenterer en lucidografi, en lære om film og spil baseret på cinematografi (læren om film) og ludologi (læren om spil). Med denne lucidografi sammenligner forfatteren computerspil og film, og opstiller en systematik for spil-elementer i film (sceneopbygning, special effects m.m.) og film-elementer i spil (montage, trailer, cut-scenes, m.m.). Vi lever i ludologiens tidsalder, påstår forfatteren, og filmmediets leg med tid i film som Mem…
The Ontology of Gameplay: Toward a New Theory
The goal of the article is to present a new theory of the concept of gameplay, a term everybody uses without ample definitions and with little consistency. The aim is to provide an understanding of gameplay outlining the inherent complexities and convoluted layers of play and game which exist in the playing of a game. The theory is inspired by phenomenology and Martin Heidegger's concept of Dasein. We do not intent to resolve the paradox that gam…
The Orc—Playing the “Wholly Other”: Investigations of Kant's Sublime and The Technological Sublime in Blizzard Entertainment's Massive Multiplayer Online Game World of Warcraft
While the complicated scheme of the philosophical sublime may at first hand seem mere platitude when brought to life in computer games, this article claims that the action/adventure game World of Warcraft wedges open a space in which to operate the sublime and navigate radically “other” subjectivities. The hypothesis is that the assembly of fantastic elements in World of Warcraft duplicates the Kantian sublime while at the same time commenting up…
Fear of Monsters: Toward an Understanding of the Threat of the Computational Monster Read Through the Theoretical Lens of Game-Play
This article analyzes the configuration of fear generated by the computational monster in computer games. We view the monster as a computational entity, which we approach through our theory of game-play coupled with the concepts of loss aversion and endowment effect. Of particular interest is player perception of the threat posed by monsters as they perturb the experience of progression and the sensation of control within the game. We scrutinize …
Writing and Flamenco: Phenomenological Investigations
This article asks how the art of music may contribute to the understanding of writing as a phenomenological act. More specifically, I will introduce parts of the vocabulary, theory, and practice of flamenco to investigate the musicality and notably rhythmic qualities of the handwritten, personal signature. The aim is to demonstrate how the introduction of flamenco per se to the qualitative field of writing studies may open a way of thinking of wr…
Gameplay 2.0: Toward a New Theory
The aim of this article is to present an updated version of our previous theory of gameplay. “Gameplay” is a term often used without a clear definition or consistent application. In this article, we propose categorizing gameplay into three distinct yet interconnected layers: the first emphasizing temporality, the second highlighting spatiality, and the third pinpointing emotion as anchor point. Our model and understanding are influenced by the ph…
BMW’s Neue Klasse: Soft Power, Therapeutic Mobility, and Cultural Re-Narration
This article examines the BMW Neue Klasse as a culturally and ideologically charged design object that repositions the automobile as a site of post-traumatic re-narration. Arguing that contemporary car design has shifted from a logic of domination and futurism to one of therapeutic ambience and soft mobility, the text explores how design interfaces, heritage aesthetics, and architectural lineage coalesce into a new spatial politics. Drawing on th…
Art (5 works) · Digital Games and Media (5 works) · Philosophy (5 works) · Artificial Intelligence in Games (4 works) · Computer Science (4 works) · Aesthetics (3 works) · Epistemology (3 works) · Literature (3 works) · Art history (2 works) · Artificial Intelligence (2 works)